Virtual Reality is inevitable and it's predicted to make a big splash in more ways than one over the next five years. We will see new devices, new platforms and new companies dominate this frontier. In addition, the way we consume, distribute, manipulate and create audio will change significantly.
“More bullish on the wider opportunities for sound. We interact with sound in an increasing number of ways in our daily lives. And I believe that technical advances in our ability to capture, process, manipulate, analyze and share it, are opening up countless opportunities to innovate and build new businesses that previously weren’t possible.”
-Dave Haynes (SeedCamp, SoundCloud Co-Founder) http://bit.ly/1UuslKh
3D AUDIO IS THE NEW BLACK
THE YEAR OF PLAYBACK.
You have to experience it to believe in it.
THE YEAR OF MOBILE.
We have to afford it to grow it.
THE YEAR OF CAPTURE.
They have to create it to inspire it.
THE YEAR OF AR.
You have to experience through it to believe in it.
2016 Year Of Playback
YOU HAVE TO EXPERIENCE IT TO BELIEVE IN IT.
Consumption before creation.
Phone-based VR and major distributors like Facebook and YouTube will make the consumption of 3D content affordable and widely available. Yet, professionals and film studios will still create the majority of 3D content.
Like with smartphone photography, when people begin to experience 3D content in their daily life, they’ll come to expect to be able to create it themselves, too.
“Also new today is support for spatial audio for on-demand YouTube videos, the company says. YouTube is the first to launch 360-degree live streaming and spatial audio at scale.”
“A century-old technology is making a comeback thanks to VR. Slowly but surely, binaural is becoming a linchpin in virtual reality development.”
“For VR to be truly immersive, it needs convincing sound to match. Personalized 3D audio delivers the best results.”
2017 YEAR OF mobile
WE HAVE TO AFFORD IT TO GROW IT.
Mobility will drive AR/VR.
By 2017, VR playback devices will have been embedded in popular culture for almost a year. The VR space will have a greater understanding of what consumers want and don’t want from VR.
After this, we will know what to incorporate into mobile experiences. And VR/AR creation will begin to blossom.
"Whether Apple will keep the headphone jack this time around, it's clear that this decades-old technology is not long for this world. Bluetooth headsets have become all the rage, these new USB-C cables may just take over all our lives, and there's even a new push for high-fidelity audio.”
“Hooke Audio Has Readied Its Device to Work as a Camcorder for the Blind. For visually impaired listeners, recordings that shed sound's direction serve no purpose.”
“RIGHT NOW, MOST VIRTUAL REALITY APPS ARE ABOUT GAMING. BUT THAT'S NOT WHY YOU'LL CARE ABOUT VIRTUAL REALITY.
SOCIAL APPS WILL BE THE "KILLER APP" THAT CONVINCES EVERYDAY PEOPLE TO DROP HUNDREDS OF DOLLARS ON A VIRTUAL REALITY PLATFORM.”
2018 YEAR OF CAPTURe
THEY HAVE TO CREATE IT TO INSPIRE IT.
Seeing HD made us create in HD.
A leader will emerge in the software space and become the go to platform for 3D audio consumption.
Advances in miniaturization will make headphones truly wireless, capable of health monitoring, 3D playback, active listening and 3D recording.
We will no longer capture in stereo on our smartphones, we will capture in 3D
“We’re at the point where anyone armed with a current model smartphone or tablet is able to handle almost all of their at-home—and even at-work—tasks without needing anything else.
“Hardware is the strategic high ground during platform shifts. AR/VR could have an installed base in the low single-digit hundreds of millions by 2020.
“You know, when “wireless” earphones began to flood the headphone market, I was somewhat confused. They still had wires. Shouldn’t they be called semi-wireless? Fortunately, a company came along that recognized that problem as well. Bragi envisioned a true wireless earphone design, called the Dash, but needed help to make it a reality.”
2019 YEAR OF ar
YOU HAVE TO EXPERIENCE THROUGH IT TO BELIEVE IN IT.
AR mass adoption will take 5 years.
Though Microsoft is releasing the Hololens this year (2016), AR will need a good 5 years before it is adopted by all.
Innovation in hardware will allow us to see and hear through our VR equipment, ultimately augmenting it.
“The augmented reality market is projected to generate $120 billion in revenue, compared to just $30 billion for the virtual reality market.”
“Virtual reality devices will have 55 million units by the year of 2020.”
- Speaker Companies like ComHear are letting you listen to 3D Audio without headphones.
- Software companies like Two Big Ears are getting acquired by Facebook and partnering with YouTube.
- Microphone companies like Hooke Audio are partnering with major journalists and providing affordable solutions for 3D Audio recording.
This is just the beginning, welcome to the new frontier of Audio.
From One Ear To Another,